using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using Bam.Lib;
using Bam.Lib.Screens;

namespace Bam
{

    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class BamGame : Microsoft.Xna.Framework.Game
    {
        public static SpriteFont default_font;        
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        //Screen current_screen;

        ScreenManager screenManager;
        
        public BamGame()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            //this.graphics.PreferredBackBufferWidth = 1280;
            //this.graphics.PreferredBackBufferHeight = 720;

            //this.graphics.IsFullScreen = false;

            screenManager = new ScreenManager(this);

            Components.Add(screenManager);

            screenManager.AddScreen(new SplashScreen());
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            //default_font = this.Content.Load<SpriteFont>(@"fonts\Arial");
            //globals.spriteBatch = spriteBatch;

            default_font = this.Content.Load<SpriteFont>(@"fonts\Arial");
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            screenManager.Update(gameTime);
            // TODO: Add your update logic here
            //current_screen.handle_input();
            //current_screen.update();
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            screenManager.Draw(gameTime);
            // TODO: Add your drawing code here
            //Vector2 TitleSize = this.default_font.MeasureString("allen rox");
            // Draw main text
            //spriteBatch.Begin();
            //globals.drawText("i like pie", 0, 0, Color.Black);
            //current_screen.render();
        
            //spriteBatch.End();
            base.Draw(gameTime);
            
        }
    }
}
